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I read Neo's post and all the following ones. I mostly disagree with Neo, specifically in this case if you think logically. In the first week, a player does scouting, and only in the second week do you start thinking about what and how to break. And any normal player will break what they see, not look for god knows what in the dark... The ideal option would be to break the Griffin Conservatory and run to the treasure zone with Inferno or to me. But the opponent goes to the grass, let's assume you can agree that he went to rush with 4 angels, but he went into the treasure zone and grabbed specifically the library... wtf, just that and straight back... without even revealing what's further... let's say he said he didn't want to look for something in the dark and decided to take what he saw (the armor)...))) then that would be funny))... regarding the earth magic, that's just nonsense... any player would have grabbed it immediately, and what thoughts could there be about such a quick encounter that earth wouldn't be needed, especially without knowing that defense would also be given... so then it turns out you shouldn't take anything at all, because what if someone shows up and I have undeveloped earth... you can get explanations from him, but what kind... that's another question. If he says, as you said, that he didn't need earth for that reason, then that's BS and nonsense... there's no such "gentleman's set" where earth wouldn't fit))...
I can say that I watched my own game and Mike's 2 games several times, and in all games there is a clear movement of the main hero, a very ideal choice of path. Even when the hero rides ahead of the horses)) it feels like he's moving along a scouted path...
Regarding that game that Roman described yesterday, I immediately started looking at the level-ups and saw that Valessa was given junk fairly soon. So if he deliberately ruined her with navigation, I wouldn't be surprised, but if he looked at the level-ups, then Neela's leveling would have been better than Dragon's... that portal near the ghost town was completely unnecessary and long, it's clear why they didn't even check it... only 2 roads remain: to the mages and to the Griffin Conservatory... the opponent immediately goes to the mages... he clearly runs to the boots... but then a somewhat unclear moment arises... why did he attack the air elementals only with the horses?? the scroll and boots were lying there... it's obvious there won't be just 20 of them... maybe he actually found them, or maybe it's a sacrifice to distract the eyes... I'd bet he had no restarts left in that game... and he played with what he had... and played it in the best way possible. In general, the main hero's movement is always clearly planned... in the second game, the same story... Valessa clears a good gnome dwelling on the snow and a couple of crypts with vampires... and she leaves that 3rd one for some unknown reason... although she could have grabbed that too and fought it fine, but it's minion, who needs it... she needs to rush to visit the stable at the enemy's respawn and prevent the elves from leaving... there was a treasure zone right there, just turn off the road and you're in the treasure zone, at full speed!!! but the opponent doesn't go there... I open it to see what's there, and indeed they've put such stuff there that it's better not to go there))... he rides further, some friction happens, and then boom, he goes into that same treasure zone but through the upper exit and there's a pandora's box with 10 thousand experience... Attack, Ranged, and Air are much better than Deesa's leveling, especially if you know Crag Hack's leveling))
I don't notice any elements of scouting in his games, there are none at all... he just clearly rides into the dark, every turn something brings him something or gives him something from the dark... and the path lies where they actually give something decent, not some rubbish like 50 thieves behind nagas...
I can say that I watched my own game and Mike's 2 games several times, and in all games there is a clear movement of the main hero, a very ideal choice of path. Even when the hero rides ahead of the horses)) it feels like he's moving along a scouted path...
Regarding that game that Roman described yesterday, I immediately started looking at the level-ups and saw that Valessa was given junk fairly soon. So if he deliberately ruined her with navigation, I wouldn't be surprised, but if he looked at the level-ups, then Neela's leveling would have been better than Dragon's... that portal near the ghost town was completely unnecessary and long, it's clear why they didn't even check it... only 2 roads remain: to the mages and to the Griffin Conservatory... the opponent immediately goes to the mages... he clearly runs to the boots... but then a somewhat unclear moment arises... why did he attack the air elementals only with the horses?? the scroll and boots were lying there... it's obvious there won't be just 20 of them... maybe he actually found them, or maybe it's a sacrifice to distract the eyes... I'd bet he had no restarts left in that game... and he played with what he had... and played it in the best way possible. In general, the main hero's movement is always clearly planned... in the second game, the same story... Valessa clears a good gnome dwelling on the snow and a couple of crypts with vampires... and she leaves that 3rd one for some unknown reason... although she could have grabbed that too and fought it fine, but it's minion, who needs it... she needs to rush to visit the stable at the enemy's respawn and prevent the elves from leaving... there was a treasure zone right there, just turn off the road and you're in the treasure zone, at full speed!!! but the opponent doesn't go there... I open it to see what's there, and indeed they've put such stuff there that it's better not to go there))... he rides further, some friction happens, and then boom, he goes into that same treasure zone but through the upper exit and there's a pandora's box with 10 thousand experience... Attack, Ranged, and Air are much better than Deesa's leveling, especially if you know Crag Hack's leveling))
I don't notice any elements of scouting in his games, there are none at all... he just clearly rides into the dark, every turn something brings him something or gives him something from the dark... and the path lies where they actually give something decent, not some rubbish like 50 thieves behind nagas...
Удача любит подготовленных!!!


Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q